#include "cmd-magiceat.h"
#include "cmd-zapwand.h"
#include "cmd-pet.h"
-
+#include "melee.h"
#include "object-hook.h"
-/*!
- * @brief レイシャル「弾/矢の製造」処理 / do_cmd_cast calls this function if the player's class is 'archer'.
- * Hook to determine if an object is contertible in an arrow/bolt
- * @return 製造を実際に行ったらTRUE、キャンセルしたらFALSEを返す
- */
-static bool do_cmd_archer(void)
-{
- int ext=0;
- char ch;
-
- object_type forge;
- object_type *q_ptr;
-
- char com[80];
- char o_name[MAX_NLEN];
-
- q_ptr = &forge;
-
- if(p_ptr->lev >= 20)
- sprintf(com, _("[S]弾, [A]矢, [B]クロスボウの矢 :", "Create [S]hots, Create [A]rrow or Create [B]olt ?"));
- else if(p_ptr->lev >= 10)
- sprintf(com, _("[S]弾, [A]矢:", "Create [S]hots or Create [A]rrow ?"));
- else
- sprintf(com, _("[S]弾:", "Create [S]hots ?"));
-
- if (p_ptr->confused)
- {
- msg_print(_("混乱してる!", "You are too confused!"));
- return FALSE;
- }
-
- if (p_ptr->blind)
- {
- msg_print(_("目が見えない!", "You are blind!"));
- return FALSE;
- }
-
- while (TRUE)
- {
- if (!get_com(com, &ch, TRUE))
- {
- return FALSE;
- }
- if (ch == 'S' || ch == 's')
- {
- ext = 1;
- break;
- }
- if ((ch == 'A' || ch == 'a')&&(p_ptr->lev >= 10))
- {
- ext = 2;
- break;
- }
- if ((ch == 'B' || ch == 'b')&&(p_ptr->lev >= 20))
- {
- ext = 3;
- break;
- }
- }
-
- /**********Create shots*********/
- if (ext == 1)
- {
- POSITION x, y;
- DIRECTION dir;
- cave_type *c_ptr;
-
- if (!get_rep_dir(&dir, FALSE)) return FALSE;
- y = p_ptr->y + ddy[dir];
- x = p_ptr->x + ddx[dir];
- c_ptr = &cave[y][x];
-
- if (!have_flag(f_info[get_feat_mimic(c_ptr)].flags, FF_CAN_DIG))
- {
- msg_print(_("そこには岩石がない。", "You need pile of rubble."));
- return FALSE;
- }
- else if (!cave_have_flag_grid(c_ptr, FF_CAN_DIG) || !cave_have_flag_grid(c_ptr, FF_HURT_ROCK))
- {
- msg_print(_("硬すぎて崩せなかった。", "You failed to make ammo."));
- }
- else
- {
- s16b slot;
- q_ptr = &forge;
-
- /* Hack -- Give the player some small firestones */
- object_prep(q_ptr, lookup_kind(TV_SHOT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev) + 1));
- q_ptr->number = (byte)rand_range(15,30);
- object_aware(q_ptr);
- object_known(q_ptr);
- apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
- q_ptr->discount = 99;
-
- slot = inven_carry(q_ptr);
-
- object_desc(o_name, q_ptr, 0);
- msg_format(_("%sを作った。", "You make some ammo."), o_name);
-
- /* Auto-inscription */
- if (slot >= 0) autopick_alter_item(slot, FALSE);
-
- /* Destroy the wall */
- cave_alter_feat(y, x, FF_HURT_ROCK);
-
- p_ptr->update |= (PU_FLOW);
- }
- }
- /**********Create arrows*********/
- else if (ext == 2)
- {
- OBJECT_IDX item;
- cptr q, s;
- s16b slot;
-
- item_tester_hook = item_tester_hook_convertible;
-
- q = _("どのアイテムから作りますか? ", "Convert which item? ");
- s = _("材料を持っていない。", "You have no item to convert.");
- if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- q_ptr = &inventory[item];
- }
-
- /* Get the item (on the floor) */
- else
- {
- q_ptr = &o_list[0 - item];
- }
- q_ptr = &forge;
-
- /* Hack -- Give the player some small firestones */
- object_prep(q_ptr, lookup_kind(TV_ARROW, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev)+ 1));
- q_ptr->number = (byte)rand_range(5, 10);
- object_aware(q_ptr);
- object_known(q_ptr);
- apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
-
- q_ptr->discount = 99;
-
- object_desc(o_name, q_ptr, 0);
- msg_format(_("%sを作った。", "You make some ammo."), o_name);
-
- if (item >= 0)
- {
- inven_item_increase(item, -1);
- inven_item_describe(item);
- inven_item_optimize(item);
- }
- else
- {
- floor_item_increase(0 - item, -1);
- floor_item_describe(0 - item);
- floor_item_optimize(0 - item);
- }
-
- slot = inven_carry(q_ptr);
-
- /* Auto-inscription */
- if (slot >= 0) autopick_alter_item(slot, FALSE);
- }
- /**********Create bolts*********/
- else if (ext == 3)
- {
- OBJECT_IDX item;
- cptr q, s;
- s16b slot;
-
- item_tester_hook = item_tester_hook_convertible;
-
- q = _("どのアイテムから作りますか? ", "Convert which item? ");
- s = _("材料を持っていない。", "You have no item to convert.");
- if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return FALSE;
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- q_ptr = &inventory[item];
- }
-
- /* Get the item (on the floor) */
- else
- {
- q_ptr = &o_list[0 - item];
- }
- q_ptr = &forge;
-
- /* Hack -- Give the player some small firestones */
- object_prep(q_ptr, lookup_kind(TV_BOLT, (OBJECT_SUBTYPE_VALUE)m_bonus(1, p_ptr->lev)+1));
- q_ptr->number = (byte)rand_range(4, 8);
- object_aware(q_ptr);
- object_known(q_ptr);
- apply_magic(q_ptr, p_ptr->lev, AM_NO_FIXED_ART);
-
- q_ptr->discount = 99;
-
- object_desc(o_name, q_ptr, 0);
- msg_format(_("%sを作った。", "You make some ammo."), o_name);
-
- if (item >= 0)
- {
- inven_item_increase(item, -1);
- inven_item_describe(item);
- inven_item_optimize(item);
- }
- else
- {
- floor_item_increase(0 - item, -1);
- floor_item_describe(0 - item);
- floor_item_optimize(0 - item);
- }
-
- slot = inven_carry(q_ptr);
-
- /* Auto-inscription */
- if (slot >= 0) autopick_alter_item(slot, FALSE);
- }
- return TRUE;
-}
-
-/*!
- * @brief 魔道具術師の魔力取り込み処理
- * @return 取り込みを実行したらTRUE、キャンセルしたらFALSEを返す
- */
-bool gain_magic(void)
-{
- OBJECT_IDX item;
- PARAMETER_VALUE pval;
- int ext = 0;
- cptr q, s;
- object_type *o_ptr;
- char o_name[MAX_NLEN];
-
- /* Only accept legal items */
- item_tester_hook = item_tester_hook_recharge;
-
- q = _("どのアイテムの魔力を取り込みますか? ", "Gain power of which item? ");
- s = _("魔力を取り込めるアイテムがない。", "You have nothing to gain power.");
-
- if (!get_item(&item, q, s, (USE_INVEN | USE_FLOOR))) return (FALSE);
-
- /* Get the item (in the pack) */
- if (item >= 0)
- {
- o_ptr = &inventory[item];
- }
-
- /* Get the item (on the floor) */
- else
- {
- o_ptr = &o_list[0 - item];
- }
-
- if (o_ptr->tval == TV_STAFF && o_ptr->sval == SV_STAFF_NOTHING)
- {
- msg_print(_("この杖には発動の為の能力は何も備わっていないようだ。", "This staff doesn't have any magical ability."));
- return FALSE;
- }
-
-
- if (!object_is_known(o_ptr))
- {
- msg_print(_("鑑定されていないと取り込めない。", "You need to identify before absorbing."));
- return FALSE;
- }
-
- if (o_ptr->timeout)
- {
- msg_print(_("充填中のアイテムは取り込めない。", "This item is still charging."));
- return FALSE;
- }
-
- pval = o_ptr->pval;
- if (o_ptr->tval == TV_ROD)
- ext = 72;
- else if (o_ptr->tval == TV_WAND)
- ext = 36;
-
- if (o_ptr->tval == TV_ROD)
- {
- p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)o_ptr->number;
- if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
- }
- else
- {
- int num;
- for (num = o_ptr->number; num; num--)
- {
- int gain_num = pval;
- if (o_ptr->tval == TV_WAND) gain_num = (pval + num - 1) / num;
- if (p_ptr->magic_num2[o_ptr->sval + ext])
- {
- gain_num *= 256;
- gain_num = (gain_num/3 + randint0(gain_num/3)) / 256;
- if (gain_num < 1) gain_num = 1;
- }
- p_ptr->magic_num2[o_ptr->sval + ext] += (MAGIC_NUM2)gain_num;
- if (p_ptr->magic_num2[o_ptr->sval + ext] > 99) p_ptr->magic_num2[o_ptr->sval + ext] = 99;
- p_ptr->magic_num1[o_ptr->sval + ext] += pval * 0x10000;
- if (p_ptr->magic_num1[o_ptr->sval + ext] > 99 * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = 99 * 0x10000;
- if (p_ptr->magic_num1[o_ptr->sval + ext] > p_ptr->magic_num2[o_ptr->sval + ext] * 0x10000) p_ptr->magic_num1[o_ptr->sval + ext] = p_ptr->magic_num2[o_ptr->sval + ext] * 0x10000;
- if (o_ptr->tval == TV_WAND) pval -= (pval + num - 1) / num;
- }
- }
-
- object_desc(o_name, o_ptr, 0);
- msg_format(_("%sの魔力を取り込んだ。", "You absorb magic of %s."), o_name);
-
- /* Eliminate the item (from the pack) */
- if (item >= 0)
- {
- inven_item_increase(item, -999);
- inven_item_describe(item);
- inven_item_optimize(item);
- }
-
- /* Eliminate the item (from the floor) */
- else
- {
- floor_item_increase(0 - item, -999);
- floor_item_describe(0 - item);
- floor_item_optimize(0 - item);
- }
- p_ptr->energy_use = 100;
- return TRUE;
-}
+#include "mutation.h"
+#include "player-status.h"
+#include "spells-status.h"
+#include "spells-object.h"
/*!
* @brief 魔法系コマンドを実行できるかの判定を返す
else
{
p_ptr->special_defense &= ~(KATA_MASK);
- p_ptr->update |= (PU_BONUS);
- p_ptr->update |= (PU_MONSTERS);
+ p_ptr->update |= (PU_BONUS | PU_MONSTERS);
msg_format(_("%sの型で構えた。", "You assume a posture of %s form."),kata_shurui[new_kata].desc);
p_ptr->special_defense |= (KATA_IAI << new_kata);
}
- p_ptr->redraw |= (PR_STATE);
- p_ptr->redraw |= (PR_STATUS);
+ p_ptr->redraw |= (PR_STATE | PR_STATUS);
screen_load();
return TRUE;
}
*/
struct power_desc_type
{
- char name[80]; //!<レイシャル名
+ GAME_TEXT name[MAX_NLEN]; //!<レイシャル名
PLAYER_LEVEL level; //!<体得レベル
int cost;
int stat;
*/
static int racial_aux(power_desc_type *pd_ptr)
{
- s16b min_level = pd_ptr->level;
- int use_stat = pd_ptr->stat;
- int difficulty = pd_ptr->fail;
- int use_hp = 0;
+ PLAYER_LEVEL min_level = pd_ptr->level;
+ int use_stat = pd_ptr->stat;
+ int difficulty = pd_ptr->fail;
+ int use_hp = 0;
racial_cost = pd_ptr->cost;
p_ptr->energy_use = 100;
/* Success? */
- if (randint1(p_ptr->stat_cur[use_stat]) >=
- ((difficulty / 2) + randint1(difficulty / 2)))
+ if (randint1(p_ptr->stat_cur[use_stat]) >= ((difficulty / 2) + randint1(difficulty / 2)))
{
return 1;
}
{
case CLASS_WARRIOR:
{
- int y = 0, x = 0, i;
- cave_type *c_ptr;
+ POSITION y = 0, x = 0;
+ int i;
+ cave_type *c_ptr;
- for (i = 0; i < 6; i++)
+ for (i = 0; i < A_MAX; i++)
{
dir = randint0(8);
y = p_ptr->y + ddy_ddd[dir];
{
if (command == -3)
{
- int gain_sp = take_hit(DAMAGE_USELIFE, p_ptr->lev,
- _("HPからMPへの無謀な変換", "thoughtless convertion from HP to SP"), -1) / 5;
- if (gain_sp)
- {
- p_ptr->csp += gain_sp;
- if (p_ptr->csp > p_ptr->msp)
- {
- p_ptr->csp = p_ptr->msp;
- p_ptr->csp_frac = 0;
- }
- }
- else
- {
- msg_print(_("変換に失敗した。", "You failed to convert."));
- }
+ return comvert_hp_to_mp(p_ptr);
}
else if (command == -4)
{
- if (p_ptr->csp >= p_ptr->lev / 5)
- {
- p_ptr->csp -= p_ptr->lev / 5;
- hp_player(p_ptr->lev);
- }
- else
- {
- msg_print(_("変換に失敗した。", "You failed to convert."));
- }
+ return comvert_mp_to_hp(p_ptr);
}
-
- /* Redraw mana and hp */
- p_ptr->redraw |= (PR_HP | PR_MANA);
-
break;
}
case CLASS_CHAOS_WARRIOR:
}
else if (command == -4)
{
- POSITION x, y;
-
- if (!get_rep_dir(&dir, FALSE)) return FALSE;
- y = p_ptr->y + ddy[dir];
- x = p_ptr->x + ddx[dir];
- if (cave[y][x].m_idx)
- {
- if (one_in_(2))
- msg_print(_("あーたたたたたたたたたたたたたたたたたたたたたた!!!",
- "Ahhhtatatatatatatatatatatatatatataatatatatattaaaaa!!!!"));
- else
- msg_print(_("オラオラオラオラオラオラオラオラオラオラオラオラ!!!",
- "Oraoraoraoraoraoraoraoraoraoraoraoraoraoraoraoraora!!!!"));
-
- py_attack(y, x, 0);
- if (cave[y][x].m_idx)
- {
- handle_stuff();
- py_attack(y, x, 0);
- }
- p_ptr->energy_need += ENERGY_NEED();
- }
- else
- {
- msg_print(_("その方向にはモンスターはいません。", "You don't see any monster in this direction"));
- msg_print(NULL);
- }
+ return double_attack(p_ptr);
}
break;
}
}
else if (command == -4)
{
- project_hack(GF_CHARM_LIVING, p_ptr->lev);
+ project_all_los(GF_CHARM_LIVING, p_ptr->lev);
}
break;
}
case CLASS_ARCHER:
{
- if (!do_cmd_archer()) return FALSE;
+ if (!create_ammo()) return FALSE;
break;
}
case CLASS_MAGIC_EATER:
{
if (command == -3) {
- if (!gain_magic()) return FALSE;
+ if (!import_magic_device()) return FALSE;
} else if (command == -4) {
if (!can_do_cmd_cast()) return FALSE;
if (!do_cmd_magic_eater(FALSE, TRUE)) return FALSE;
}
else if (command == -4)
{
- if (!buki_motteruka(INVEN_RARM) && !buki_motteruka(INVEN_LARM))
+ if (!has_melee_weapon(INVEN_RARM) && !has_melee_weapon(INVEN_LARM))
{
msg_print(_("武器を持たないといけません。", "You need to wield a weapon."));
return FALSE;
}
case CLASS_CAVALRY:
{
- char m_name[80];
+ GAME_TEXT m_name[MAX_NLEN];
monster_type *m_ptr;
monster_race *r_ptr;
int rlev;
}
case CLASS_BERSERKER:
{
- if (!word_of_recall()) return FALSE;
+ if (!recall_player(p_ptr, randint0(21) + 15)) return FALSE;
break;
}
case CLASS_SMITH:
break;
}
case CLASS_NINJA:
- {
- if (p_ptr->action == ACTION_HAYAGAKE)
- {
- set_action(ACTION_NONE);
- }
- else
- {
- cave_type *c_ptr = &cave[p_ptr->y][p_ptr->x];
- feature_type *f_ptr = &f_info[c_ptr->feat];
-
- if (!have_flag(f_ptr->flags, FF_PROJECT) ||
- (!p_ptr->levitation && have_flag(f_ptr->flags, FF_DEEP)))
- {
- msg_print(_("ここでは素早く動けない。", "You cannot run in here."));
- }
- else
- {
- set_action(ACTION_HAYAGAKE);
- }
- }
-
-
- p_ptr->energy_use = 0;
+ hayagake(p_ptr);
break;
}
-
- }
}
else if (p_ptr->mimic_form)
{
case MIMIC_DEMON:
case MIMIC_DEMON_LORD:
{
- int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
- if (!get_aim_dir(&dir)) return FALSE;
- stop_mouth();
-#ifdef JP
- msg_format("あなたは%sのブレスを吐いた。",((type == GF_NETHER) ? "地獄" : "火炎"));
-#else
- msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
-#endif
-
- fire_breath(type, dir, plev * 3, (plev / 15) + 1);
- break;
+ return demonic_breath(p_ptr);
}
case MIMIC_VAMPIRE:
vampirism();
break;
case RACE_HOBBIT:
- {
- object_type *q_ptr;
- object_type forge;
- q_ptr = &forge;
-
- /* Create the food ration */
- object_prep(q_ptr, lookup_kind(TV_FOOD, SV_FOOD_RATION));
-
- /* Drop the object from heaven */
- (void)drop_near(q_ptr, -1, p_ptr->y, p_ptr->x);
- msg_print(_("食事を料理して作った。", "You cook some food."));
- }
+ return create_ration(p_ptr);
break;
case RACE_GNOME:
case RACE_DARK_ELF:
if (!get_aim_dir(&dir)) return FALSE;
msg_print(_("マジック・ミサイルを放った。", "You cast a magic missile."));
- fire_bolt_or_beam(10, GF_MISSILE, dir,
- damroll(3 + ((plev - 1) / 5), 4));
+ fire_bolt_or_beam(10, GF_MISSILE, dir, damroll(3 + ((plev - 1) / 5), 4));
break;
case RACE_DRACONIAN:
- {
- int Type = (one_in_(3) ? GF_COLD : GF_FIRE);
-#ifdef JP
- cptr Type_desc = ((Type == GF_COLD) ? "冷気" : "炎");
-#else
- cptr Type_desc = ((Type == GF_COLD) ? "cold" : "fire");
-#endif
-
- if (!get_aim_dir(&dir)) return FALSE;
-
- if (randint1(100) < plev)
- {
- switch (p_ptr->pclass)
- {
- case CLASS_WARRIOR:
- case CLASS_BERSERKER:
- case CLASS_RANGER:
- case CLASS_TOURIST:
- case CLASS_IMITATOR:
- case CLASS_ARCHER:
- case CLASS_SMITH:
- if (one_in_(3))
- {
- Type = GF_MISSILE;
- Type_desc = _("エレメント", "the elements");
- }
- else
- {
- Type = GF_SHARDS;
- Type_desc = _("破片", "shards");
- }
- break;
- case CLASS_MAGE:
- case CLASS_WARRIOR_MAGE:
- case CLASS_HIGH_MAGE:
- case CLASS_SORCERER:
- case CLASS_MAGIC_EATER:
- case CLASS_RED_MAGE:
- case CLASS_BLUE_MAGE:
- case CLASS_MIRROR_MASTER:
- if (one_in_(3))
- {
- Type = GF_MANA;
- Type_desc = _("魔力", "mana");
- }
- else
- {
- Type = GF_DISENCHANT;
- Type_desc = _("劣化", "disenchantment");
- }
- break;
- case CLASS_CHAOS_WARRIOR:
- if (!one_in_(3))
- {
- Type = GF_CONFUSION;
- Type_desc = _("混乱", "confusion");
- }
- else
- {
- Type = GF_CHAOS;
- Type_desc = _("カオス", "chaos");
- }
- break;
- case CLASS_MONK:
- case CLASS_SAMURAI:
- case CLASS_FORCETRAINER:
- if (!one_in_(3))
- {
- Type = GF_CONFUSION;
- Type_desc = _("混乱", "confusion");
- }
- else
- {
- Type = GF_SOUND;
- Type_desc = _("轟音", "sound");
- }
- break;
- case CLASS_MINDCRAFTER:
- if (!one_in_(3))
- {
- Type = GF_CONFUSION;
- Type_desc = _("混乱", "confusion");
- }
- else
- {
- Type = GF_PSI;
- Type_desc = _("精神エネルギー", "mental energy");
- }
- break;
- case CLASS_PRIEST:
- case CLASS_PALADIN:
- if (one_in_(3))
- {
- Type = GF_HELL_FIRE;
- Type_desc = _("地獄の劫火", "hellfire");
- }
- else
- {
- Type = GF_HOLY_FIRE;
- Type_desc = _("聖なる炎", "holy fire");
- }
- break;
- case CLASS_ROGUE:
- case CLASS_NINJA:
- if (one_in_(3))
- {
- Type = GF_DARK;
- Type_desc = _("暗黒", "darkness");
- }
- else
- {
- Type = GF_POIS;
- Type_desc = _("毒", "poison");
- }
- break;
- case CLASS_BARD:
- if (!one_in_(3))
- {
- Type = GF_SOUND;
- Type_desc = _("轟音", "sound");
- }
- else
- {
- Type = GF_CONFUSION;
- Type_desc = _("混乱", "confusion");
- }
- break;
- }
- }
-
- stop_mouth();
- msg_format(_("あなたは%sのブレスを吐いた。", "You breathe %s."), Type_desc);
-
- fire_breath(Type, dir, plev * 2, (plev / 15) + 1);
- }
+ return draconian_breath(p_ptr);
break;
case RACE_MIND_FLAYER:
break;
case RACE_DEMON:
- {
- int type = (one_in_(2) ? GF_NETHER : GF_FIRE);
- if (!get_aim_dir(&dir)) return FALSE;
- stop_mouth();
-#ifdef JP
- msg_format("あなたは%sのブレスを吐いた。",((type == GF_NETHER) ? "地獄" : "火炎"));
-#else
- msg_format("You breathe %s.",((type == GF_NETHER) ? "nether" : "fire"));
-#endif
-
- fire_breath(type, dir, plev * 3, (plev / 15) + 1);
- }
+ return demonic_breath(p_ptr);
break;
case RACE_KUTAR:
break;
case RACE_ANDROID:
- if (!get_aim_dir(&dir)) return FALSE;
- if (plev < 10)
- {
- msg_print(_("レイガンを発射した。", "You fire your ray gun."));
- fire_bolt(GF_MISSILE, dir, (plev+1) / 2);
- }
- else if (plev < 25)
- {
- msg_print(_("ブラスターを発射した。", "You fire your blaster."));
- fire_bolt(GF_MISSILE, dir, plev);
- }
- else if (plev < 35)
- {
- msg_print(_("バズーカを発射した。", "You fire your bazooka."));
- fire_ball(GF_MISSILE, dir, plev * 2, 2);
- }
- else if (plev < 45)
- {
- msg_print(_("ビームキャノンを発射した。", "You fire a beam cannon."));
- fire_beam(GF_MISSILE, dir, plev * 2);
- }
- else
- {
- msg_print(_("ロケットを発射した。", "You fire a rocket."));
- fire_rocket(GF_ROCKET, dir, plev * 5, 2);
- }
+ return android_inside_weapon(p_ptr);
break;
default:
char out_val[160];
int menu_line = (use_menu ? 1 : 0);
+ if (p_ptr->wild_mode) return;
for (num = 0; num < 36; num++)
{
/* Show list */
redraw = TRUE;
-
- /* Save the screen */
if (!use_menu) screen_save();
/* Print header(s) */
{
/* Hide list */
redraw = FALSE;
-
- /* Restore the screen */
screen_load();
}
/* Stop the loop */
flag = TRUE;
}
-
- /* Restore the screen */
if (redraw) screen_load();
/* Abort if needed */